#version 450 core
in vec3 position;
in vec3 normalVector;
out vec3 fragPos;
out vec3 normal;
uniform mat4 modelMatrix;
uniform mat4 viewProjectionMatrix;
void main() {
    normal = normalize(normalVector);
    fragPos = vec3(modelMatrix * vec4(position, 1.0f));
    gl_Position = viewProjectionMatrix * modelMatrix * vec4(position, 1.0f);
}